Melanie “Ann” Tinkerson

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One Chip Equals:
Loyalty 1 - 50 hours of downtime or 1000 nuyen
Loyalty 2 - 45 hours of downtime or 900 nuyen
Loyalty 3 - 40 hours of downtime or 800 nuyen
Loyalty 4 - 35 hours of downtime or 700 nuyen
Loyalty 5 - 30 hours of downtime or 600 nuyen
Loyalty 6 - 25 hours of downtime or 500 nuyen
You can spend downtime or nuyen to pay back chips, or pay your contacts nuyen for services directly.


Good Cop (Legwork - Intuition), Connection 5 (Public)

Common Dice Pools: Knowledge: Matrix Architecture 17 [7], Police Procedures 13 [7], Lone Star 16 [7], Ares Macrotechnology 12 [7], Crime 12 [7], Megacorp Law 15 [7], Sports 12 [7].
(They'll generally tell you what they know for free)

Ask around 10 [12] (Asking around costs at least a chip). For some topics, the contact has more dice: Matrix Architecture 15 [12], Police Procedures 11 [12], Lone Star 14 [12], Megacorp Law 13 [12], Sports 14 [12].

A fifth-generation cop, Melanie takes her heritage seriously. Very seriously. She grew up hooked on stories from her father and whatever old detective movies she could get her little hands on. Not for a second did she ever want to be anything else than an officer of the law. And after 12 years working for Lone Star and now Knight Errant she hasn’t wavered one bit. Inside her small gnomish frame hides a will as strong as tempered steel, and her reputation as being incorruptible has been proven time and time again. When “Gnome Ann” is on the job, it’s gonna get done.

The Wicked Flee When Gnome Ann Pursueth You can always rely on her to carry out the law, and at Loyalty 4 she'll generally believe you -- and bring the fuzz -- when you tell her a crime is going down. Lie to her about crimes, though, and you'll lose a Loyalty or more, and might end up in jail. Ann is incorruptible, and will always pursue justice.

B A R S W L I C Edg Ess
5 2 4 5 3 7 3 5 2 6

Skills: Etiquette 8, Automatics 10, Perception 8, Armorer 8, Automotive Mechanic 9, Free-Fall 7, Computer 7, Spellcasting 7.
(Eight hours of safe work costs two chips)

Skill Pools: Etiquette 15 [7], Automatics 12 [7], Perception 14 [7], Armorer 19 [7], Automotive Mechanic 20 [7], Free-Fall 12 [7], Computer 14 [7], Spellcasting 7.
(Eight hours of safe work costs two chips)

Knowledge Skills: Matrix Architecture 10, Police Procedures 6, Lone Star 9, Ares Macrotechnology 5, Crime 5, Megacorp Law 8, Sports 9.
(They'll generally tell you what they know for free)

Knowledge Skill Pools: Matrix Architecture 17 [7], Police Procedures 13 [7], Lone Star 16 [7], Ares Macrotechnology 12 [7], Crime 12 [7], Megacorp Law 15 [7], Sports 12 [7].
(They'll generally tell you what they know for free)

Ask around 10 [12] (Asking around costs at least a chip). For some topics, the contact has more dice: Matrix Architecture 15 [12], Police Procedures 11 [12], Lone Star 14 [12], Megacorp Law 13 [12], Sports 14 [12].
Networking 20 [12]. (Networking generally costs two chips)
Find Gear 6 [12]. (Finding gear costs a chip)

Dwarf

Connection5 +
Contact PermissionsPublic +
Contact TitleGood Cop +
Contact TypeLegwork - Intuition +
First special ability descYou can always rely on her to carry out th
You can always rely on her to carry out the law, and at Loyalty 4 she'll generally believe you -- and bring the fuzz -- when you tell her a crime is going down. Lie to her about crimes, though, and you'll lose a Loyalty or more, and might end up in jail. Ann is incorruptible, and will always pursue justice.
rruptible, and will always pursue justice. +
First special ability nameThe Wicked Flee When Gnome Ann Pursueth +